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The Game: Penetrating the Secret Society of Pickup Artists
by Neil StraussThe author, a writer for Rolling Stone magazine, spent 2 years learning about and perfecting his 'game' - picking up women.
The Game: Penetrating the Secret Society of Pickup Artists
by Neil StraussHidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. <P><P>They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade--guaranteed to change the lives of men and transform the way women understand the opposite sex forever.On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange--and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.
Game: Animals, Video Games, and Humanity
by Tom TylerA playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they&’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.Written in a playful style, Game draws from a dizzying array of sources, from children&’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
Game Changer: The Technoscientific Revolution in Sports
by Rayvon FouchéHow has technology challenged the notion of unadulterated athletic performance?We like to think of sports as elemental: strong bodies trained to overcome height, weight, distance; the thrill of earned victory or the agony of defeat in a contest decided on a level playing field. But in Game Changer, Rayvon Fouché argues that sports have been radically shaped by an explosion of scientific and technological advances in materials, training, nutrition, and medicine dedicated to making athletes stronger and faster. Technoscience, as Fouché dubs it, increasingly gives the edge (however slight) to the athlete with the latest gear, the most advanced training equipment, or the performance-enhancing drugs that are hardest to detect. In this revealing book, Fouché examines a variety of sports paraphernalia and enhancements, from fast suits, athletic shoes, and racing bicycles to basketballs and prosthetic limbs. He also takes a hard look at gender verification testing, direct drug testing, and the athlete biological passport in an attempt to understand the evolving place of technoscience across sport. In this book, Fouché: • Examines the relationship among sport, science, and technology• Considers what is at stake in defining sporting culture by its scientific knowledge and technology• Provides readers and students with an informative and engagingly written studyFocusing on well-known athletes, including Michael Phelps, Oscar Pistorius, Caster Semenya, Usain Bolt, and Lance Armstrong, Fouché argues that technoscience calls into question the integrity of games, records, and our bodies themselves. He also touches on attempts by sporting communities to regulate the use of technology, from elite soccer's initial reluctance to utilize goal-line technology to automobile racing's endless tweaking of regulatory formulas in an attempt to blur engineering potency and reclaim driver skill and ability. Game Changer will change the way you look at sports—and the outsized impact technoscience has on them.
Game Changers: From Minecraft To Misogyny: The Fight For The Future Of Videogames
by Dan Golding Leena Van DeventerThe videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture -- and they've been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys' club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoë Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the 'rising tide of online violence against women and girls'. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better.
Game + Design Education: Proceedings of PUDCAD 2020 (Springer Series in Design and Innovation #13)
by Özge Cordan Demet Arslan Dinçay Çağıl Yurdakul Toker Elif Belkıs Öksüz Sena SemizoğluThis book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.
Game Face: What Does a Female Athlete Look Like?
by Jane GottesmanThe extraordinary collection of photographs and rich personal stories that make upGame Facedocuments the tremendous impact that sports has on the daily lives of millions of girls and women. On playing fields and street corners, in backyards and gyms, the people in this arresting array of pictures are unselfconsciously exploring the physical and emotional pleasures of competition and play. Each image offers an affirming and satisfying answer to the question at the heart ofGame Face: What do girls and women look like, freed from traditional feminine constraints, using their bodies in joyful and empowering ways? When Title IX was passed in 1972, only one out of twenty-seven school-age girls played sports. Now one in three does. Yet their expanding involvement in sports is still largely overlooked by the media, and as a consequence, millions of young female athletes crave not only role models but an authentic and appealing reflection of their own athleticism. As a young sports journalist, Jane Gottesman was all too aware of this imbalance, and saw the need for a book that honors both our top female athletes and the everyday girls and women whose self-image is strengthened through athletic participation. With the goal of showing America what women's sports looks like, she searched through the work of our country's best photographers, from the newest photojournalists to artists such as Annie Leibovitz and Ansel Adams. The result isGame Face, a unique and inspiring selection of color and black-and-white photographs, a text with first-person accounts by athletes, and an illustrated time line of women's athletic milestones. Published simultaneously with the opening of an important exhibition at the Smithsonian Institution that will tour for five years,Game Facehas been endorsed by the Girl Scouts of the USA, who've developed aGame Facepatch, the NCAA, and the YWCA of the USA. An inspiring gift for an athlete of any age, this powerful, timely book takes one of art's most studied subjects the female body and celebrates it in a brand-new way.
A Game for Rough Girls?: A History of Women's Football in Britain
by Jean WilliamsCan we truly call football England's 'national' game?How have we arrived at this point of such clear inequality between men's and women's football? Between 1921 and 1972, women were banned from playing in football League grounds in the UK. Yet in 1998 FIFA declared that "the future is feminine" and that football was the fastest growing sport for women globally. The result of several years of original research, the book traces the continuities in women's participation since the beginnings of the game, and highlights the significant moments that have influenced current practice. The text provides: *insight into the communities and individual experiences of players, fans, investors, administrators and coaches*examination of the attitudes and role of national and international associations*analysis of the development of the professional game*comparisons with women's football in mainland Europe, the USA and Africa. A Game for Rough Girls is the first text to properly theorize the development of the game. Examining recreational and elite levels, the author provides a thorough critique, placing women's experience in the context of broader cultural and sports studies debates on social change, gender, power and global economics.
Game History and the Local (Palgrave Games in Context)
by Melanie SwalwellThis book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history.Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The Game is Not a Game: The Power, Protest, and Politics of American Sports
by Robert Scoop JacksonA study of &“the hypocrisy of the game, capitalism, activism (a la Kaepernick), disrespect to female athletes, and who benefits from sports the most&” (Electric Lit). Part play-by-play, part op-ed, The Game Is Not a Game is an illuminating and unflinching examination of the good and evil in the sports industry. Liberating and provocative, with sharp wit and generous humor, Jackson&’s essays explore the role that sports plays in American society and the hypocritical standards by which the athletes are often judged. The Game Is Not a Game is distinctly intended to challenge accepted ideology and to push the boundaries of mainstream sports media beyond the comfort zone. Chapters expose &“Our Miseducation of LeBron James,&” &“#ThemToo: The UnRespected Worth of the Woman Athlete,&” the duplicity of the NFL in its treatment of Colin Kaepernick and the anthem protests, the cultural bias of analytics, and the power of social activism versus the power and politics of professional sports ownership—all from the sharp, savvy, and self-critical perspective of one of the leading voices for social justice in sports media. &“Bristles with bracing and brutal insights that take no tea for the fever and offer no discount on truth or justice . . . an instant classic that reckons with the factors that make sports possible, and at the same time wrestles with the forces that make protest in sports necessary. The Game Is Not a Game is intersectional cultural analysis at its best!&” —Michael Eric Dyson, New York Times bestselling author &“Jackson&’s work is not about scores; rather, he stresses that sports are a self-contained microcosm of society at large. A thought-provoking, unfailingly insightful book.&” —Booklist
Game-Journalismus: Grundlagen – Themen – Spannungsfelder. Ein Handbuch
by Benjamin Bigl Sebastian StoppeDas Handbuch „Game-Journalismus“ bespricht erstmalig im deutschsprachigen Raum ein wenig beachtetes journalistisches Berufsfeld. Es führt kompakt in die Grundlagen des Game-Journalismus sowie dessen Entwicklung und Ausdifferenzierung ein und bespricht Trends und Herausforderungen für Journalismus, Spielerinnen und Spieler. Der Band zeigt die Vielfalt des Berufsfelds in den unterschiedlichen Mediengattungen und -formen, denn Games haben nicht nur einen festen Platz in der Kultur-, Wissenschafts- und Technikberichterstattung. Games und Phänomene der Computerspielekultur werden zunehmend auch in Online-Magazinen, professionellen und privaten Blogs, Podcasts und Video-Kanälen behandelt. Laien machen als Game-Influencer den etablierten Berufsfeldern Konkurrenz. Ausführlich werden Spannungsfelder reflektiert, mit denen Game-Journalisten konfrontiert werden und in denen sie agieren. Zudem werden aktuelle Befunde, Anforderungen des Jugendschutzes und des Urheberrechts, Monetarisierungsstrategien, die Veränderungen der Medienlandschaft sowie neue Vermittler und deren kreative Nutzerprodukte dargestellt und Vorschläge für die Aus- und Weiterbildung vom Game-Journalisten unterbreitet. Das Buch bietet sowohl wissenschaftliche als auch praktische Perspektiven auf eine vielfältige Publikationslandschaft und ist als ein Beitrag zur Erforschung des Game-Journalismus konzipiert.
The Game of Budget Control
by G H HofstedeTavistock Press was established as a co-operative venture between the Tavistock Institute and Routledge & Kegan Paul (RKP) in the 1950s to produce a series of major contributions across the social sciences. This volume is part of a 2001 reissue of a selection of those important works which have since gone out of print, or are difficult to locate. Published by Routledge, 112 volumes in total are being brought together under the name The International Behavioural and Social Sciences Library: Classics from the Tavistock Press. Reproduced here in facsimile, this volume was originally published in 1968 and is available individually. The collection is also available in a number of themed mini-sets of between 5 and 13 volumes, or as a complete collection.
The Game of Humor: A Comprehensive Theory of Why We Laugh
by Charles R. GrunerHumor, wit, and laughter surround each person. From everyday quips to the carefully contrived comedy of literature, newspapers, and television we experience humor in many forms, yet the impetus for our laughter is far from innocuous. Misfortune, stupidity, and moral or cultural defects, however faintly revealed in others and ourselves, seem to make us laugh. Although discomforting, such negative terms as superiority, aggression, hostility, ridicule, or degradation can be applied to instances of humor. According to scholars, Thomas Hobbes's "superiority theory" that humor arises from mischances, infirmities, and indecencies, where there is no wit at all applies to most humor. With the exception of good-natured play, Charles R. Gruner claims that humor is rarely as innocent as it first appears.Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor, he expands the scope of Hobbes's theory to include and explore the contest aspect of "good-natured" play. As such, the author believes all instances of humor can be examined as games, in terms of competition and keeping score winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes, sexual humor, the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker, simple puns, and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be "de-humorized" by its agonistic nature.The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies, sociologists, literary critics and linguists, and psychologists concerned with the conflicts and tensions of everyday life.
Game of Privilege: An African American History of Golf (The John Hope Franklin Series in African American History and Culture)
by Lane DemasThis groundbreaking history of African Americans and golf explores the role of race, class, and public space in golf course development, the stories of individual black golfers during the age of segregation, the legal battle to integrate public golf courses, and the little-known history of the United Golfers Association (UGA)--a black golf tour that operated from 1925 to 1975. Lane Demas charts how African Americans nationwide organized social campaigns, filed lawsuits, and went to jail in order to desegregate courses; he also provides dramatic stories of golfers who boldly confronted wider segregation more broadly in their local communities. As national civil rights organizations debated golf's symbolism and whether or not to pursue the game's integration, black players and caddies took matters into their own hands and helped shape its subculture, while UGA participants forged one of the most durable black sporting organizations in American history as they fought to join the white Professional Golfers' Association (PGA). From George F. Grant's invention of the golf tee in 1899 to the dominance of superstar Tiger Woods in the 1990s, this revelatory and comprehensive work challenges stereotypes and indeed the fundamental story of race and golf in American culture.
Game of Privilege: An African American History of Golf (The John Hope Franklin Series in African American History and Culture)
by Lane DemasThis groundbreaking history of African Americans and golf explores the role of race, class, and public space in golf course development, the stories of individual black golfers during the age of segregation, the legal battle to integrate public golf courses, and the little-known history of the United Golfers Association (UGA)--a black golf tour that operated from 1925 to 1975. Lane Demas charts how African Americans nationwide organized social campaigns, filed lawsuits, and went to jail in order to desegregate courses; he also provides dramatic stories of golfers who boldly confronted wider segregation more broadly in their local communities. As national civil rights organizations debated golf’s symbolism and whether or not to pursue the game’s integration, black players and caddies took matters into their own hands and helped shape its subculture, while UGA participants forged one of the most durable black sporting organizations in American history as they fought to join the white Professional Golfers’ Association (PGA). From George F. Grant’s invention of the golf tee in 1899 to the dominance of superstar Tiger Woods in the 1990s, this revelatory and comprehensive work challenges stereotypes and indeed the fundamental story of race and golf in American culture.
A Game of Their Own: Voices of Contemporary Women in Baseball
by Jennifer RingIn 2010 twenty American women were selected to represent Team USA in the fourth Women’s Baseball World Cup in Caracas, Venezuela; most Americans, however, had no idea such a team even existed. A Game of Their Own chronicles the largely invisible history of women in baseball and offers an account of the 2010 Women’s World Cup tournament. Jennifer Ring includes oral histories of eleven members of the U.S. Women’s National Team, from the moment each player picked up a bat and ball as a young girl to her selection for Team USA. Each story is unique, but they share common themes that will resonate with young female players and fans alike: facing skepticism and taunts from players and parents when taking the batter’s box or the pitcher’s mound, self-doubt, the unceasing pressure to switch to softball, and eventual acceptance by their baseball teammates as they prove themselves as ballplayers. These racially, culturally, and economically diverse players from across the country have ignored the message that their love of the national pastime is “wrong.” Their stories come alive as they recount their battles and most memorable moments playing baseball—the joys of exceeding expectations and the pleasure of honing baseball skills and talent despite the lack of support. With exclusive interviews with players, coaches, and administrators, A Game of Their Own celebrates the U.S. Women’s National Team and the excellence of its remarkable players. In response to the jeer “No girls allowed!” these are powerful stories of optimism, feistiness, and staying true to oneself.
Game of Thrones versus History: Written in Blood
by Brian A. PavlacSince it first aired in 2011, Game of Thrones galloped up the ratings to become the most watched show in HBO’s history. It is no secret that creator George R.R. Martin was inspired by late 15th century Europe when writing A Song of Ice and Fire, the sprawling saga on which the show is based. Aside from the fantastical elements, Game of Thrones really does mirror historic events and bloody battles of medieval times—but how closely?Game of Thrones versus History: Written in Blood is a collection of thought-provoking essays by medieval historians who explore how the enormously popular HBO series and fantasy literature of George R. R. Martin are both informed by and differ significantly from real historical figures, events, beliefs, and practices of the medieval world. From a variety of perspectives, the authors delve into Martin’s plots, characterizations, and settings, offering insights into whether his creations are historical possibilities or pure flights of fantasy. Topics include the Wars of the Roses, barbarian colonizers, sieges and the nature of medieval warfare, women and agency, slavery, celibate societies in Westeros, myths and legends of medieval Europe, and many more. While life was certainly not a game during the Middle Ages, Game of Thrones versus History: Written in Blood reveals how a surprising number of otherworldly elements of George R. R. Martin’s fantasy are rooted deeply in the all-too-real world of medieval Europe. Find suggested readings, recommended links, and more from editor Brian Pavlac at gameofthronesversushistory.com.
Game of Thrones - A View from the Humanities Vol. 1: Time, Space and Culture
by Alfonso Álvarez-Ossorio Fernando Lozano Rosario Moreno Soldevila Cristina Rosillo-LópezThis book reflects on time, space and culture in the Game of Thrones universe. It analyses both the novels and the TV series from a multidisciplinary perspective ultimately aimed at highlighting the complexity, eclecticism and diversity that characterises Martin’s world. The book is divided into three thematic sections. The first section focuses on space—both the urban and natural environment—and the interaction between human beings and their surroundings. The second section follows different yet complementary approaches to Game of Thrones from an aesthetic and cultural perspective. The final section addresses the linguistic and translation implications of the Game of Thrones universe, as well as its didactic uses. This book is paired with a second volume that focuses on the characters that populate Martin’s universe, as well as on one of the ways in which they often interact—violence and warfare—from the same multidisciplinary perspective.
A Game of Two Halves: Football Fandom, Television and Globalisation (Comedia)
by Cornel SandvossProfessional football is one of the most popular television 'genres' worldwide, attracting the support of millions of fans, and the sponsorship of powerful companies. In A Game of Two Halves, Sandvoss considers football's relationship with television, its links with transnational capitalism, and the importance of football fandom in forming social and cultural identities around the globe. He presents the phenomenon of football as a reflection postmodern culture and globalization.Through a series of case studies, based in ethnographic audience research, Sandvoss explores the motivations and pleasures of football fans, the intense bond formed between supporters and their clubs, the implications of football consumption on political discourse and citizenship, football as a factor of cultural globalisation, and the pivotal role of football and television in a postmodern cultural order.
Game On: How Sports Media Grew Up, Sold Out, and Got Personal with Billions of Fans
by David BockinoGame On tells the story of how and why the sports media industry grew to become one of the most important and profitable components of the global entertainment landscape.
Game Over: The Rise and Transformation of a Harlem Hustler
by Azie Faison Agyei TyehimbaA cautionary tale about the life of former kingpin Azie Faison, who has become the fabric of street legend Faison was a ninth grade dropout who earned more than $100,000 a week selling cocaine in Harlem, New York, during the peak of America's "War on Drugs" between 1983 and 1990. Faison, along with two partners, was an urban prince with cars, jewels, and people -- in awe of this million-dollar phenomenon -- at his feet. His legacy has been praised by hip-hop's top names in their lyrics, and his life was the basis for the urban cult classic film Paid in Full starring Mekhi Phifer, Wood Harris, and rapper Cam'ron and produced by Jay-Z's Roc-A-Fella Films. In Game Over, Azie brings forth a powerful memoir of New York's perilous drug underworld and music industry, with an intellect and wisdom to empower and challenge the street culture he knows so very well.
Game Over: How Politics Has Turned the Sports World Upside Down
by Dave Zirin&“Enlightening&” essays on athletes, activism, and the important role sports plays in our society (Publishers Weekly). Sportscaster Howard Cosell dubbed it &“rule number one of the jockocracy&”: sports and politics just don&’t mix. But in truth, some of our most important debates about class, race, religion, sex, and the raw quest for political power are played out both on and off the field. From the NFL lockout and the role of soccer in the Arab Spring to the Penn State sexual abuse scandals and Tim Tebow&’s on-field genuflections, this timely and hard-hitting new book from the &“conscience of American sports writing&” offers new insights and analysis of headline-grabbing sports controversies (The Washington Post). It explores the shady side of the NCAA; the explosive 2011 MLB All-Star Game; and why the Dodgers crashed and burned. It covers the fascinating struggles of gay and lesbian athletes to gain acceptance, female athletes to be more than sex symbols, and athletes everywhere to assert their collective bargaining rights as union members. Dave Zirin also illustrates the ways that athletes are once again using their exalted platforms to speak out and reclaim sports from the corporate interests that have taken it hostage. In Game Over, he cheers the victories—but also reflects on how far we have yet to go. &“A book that no thinking sports fan can afford to miss.&” —Jonathan Mahler, author of Ladies and Gentlemen, The Bronx Is Burning
Game Plan
by Stephen Andrew David J. Powell Alan LymeIf you're a man, get ready to unleash the hero inside, and if you're a woman, get ready to understand men like never before. This practical and provocative book is packed with the lessons your dad never taught you about living life to the fullest, free from addiction and other self-destructive behaviors. From "Growing up Male" to "Men and Their Children," Game Plan tells it the way only a man sees it and only as a man can hear it. David J. Powell, PhD, is president of the International Center for Health Concerns, Inc. and assistant clinical professor of psychiatry at Yale University School of Medicine. He trains internationally on clinical supervision, family therapy, and men's issues in recovery. He is the author of Playing Life's Second Half: A Man's Guide for Turning Success into Significance. Alan Philip Lyme, LCSW, is clinical supervisor for the Screening, Brief Intervention, and Referral to Treatment Grant Program in Georgia. Alan is a Motivational Interviewing trainer, an internationally certified clinical supervisor, and an internationally certified alcohol and drug counselor. Stephen R. Andrew, LCSW, is an international consultant and trainer. He serves as the chief energizing officer for Health Education & Training Institute in Portland, Maine. Stephen is a true visionary and is the creator of SpiritWind, a CD series for personal growth and recovery.
Game, Set, Match: Billie Jean King and the Revolution in Women's Sports
by Susan WareWhen Billie Jean King trounced Bobby Riggs in tennis's "Battle of the Sexes" in 1973, she placed sports squarely at the center of a national debate about gender equity. In this winning combination of biography and history, Susan Ware argues that King's challenge to sexism, the supportive climate of second-wave feminism, and the legislative clout of Title IX sparked a women's sports revolution in the 1970s that fundamentally reshaped American society. While King did not single-handedly cause the revolution in women's sports, she quickly became one of its most enduring symbols, as did Title IX, a federal law that was initially passed in 1972 to attack sex discrimination in educational institutions but had its greatest impact by opening opportunities for women in sports. King's place in tennis history is secure, and now, withGame, Set, Match, she can take her rightful place as a key player in the history of feminism as well. By linking the stories of King and Title IX, Ware explains why women's sports took off in the 1970s and demonstrates how giving women a sporting chance has permanently changed American life on and off the playing field.
Game Theory: An Introduction
by Steven TadelisThe definitive introduction to game theoryThis comprehensive textbook introduces readers to the principal ideas and applications of game theory, in a style that combines rigor with accessibility. Steven Tadelis begins with a concise description of rational decision making, and goes on to discuss strategic and extensive form games with complete information, Bayesian games, and extensive form games with imperfect information. He covers a host of topics, including multistage and repeated games, bargaining theory, auctions, rent-seeking games, mechanism design, signaling games, reputation building, and information transmission games. Unlike other books on game theory, this one begins with the idea of rationality and explores its implications for multiperson decision problems through concepts like dominated strategies and rationalizability. Only then does it present the subject of Nash equilibrium and its derivatives.Game Theory is the ideal textbook for advanced undergraduate and beginning graduate students. Throughout, concepts and methods are explained using real-world examples backed by precise analytic material. The book features many important applications to economics and political science, as well as numerous exercises that focus on how to formalize informal situations and then analyze them.Introduces the core ideas and applications of game theoryCovers static and dynamic games, with complete and incomplete informationFeatures a variety of examples, applications, and exercisesTopics include repeated games, bargaining, auctions, signaling, reputation, and information transmissionIdeal for advanced undergraduate and beginning graduate studentsComplete solutions available to teachers and selected solutions available to students